Page 6: Research news on AI wearables

AI wearables encompass body-worn devices such as smart glasses, haptic garments, e-textiles, earbuds, and neural or neuromotor interfaces that integrate sensing, computation, and feedback to mediate human–computer interaction. In extended reality contexts, these systems support embodied interaction, accessibility for blind, deafblind, and motor-impaired users, and novel modalities for communication, navigation, and education. Research spans perception and embodiment in virtual and mixed reality, social acceptability and adoption, and application domains from cultural heritage and tourism to workplace safety and battlefield control.

Hi Tech & Innovation

New augmented reality tech can turn any surface into keyboard

Virtual keyboards are a frequent source of frustration for augmented reality (AR) users. The virtual surfaces are slow and error prone, and raising an arm to type on them can cause muscle strain known as "gorilla arm."

Electronics & Semiconductors

Wearable tech lets users control machines and robots while on the move

Engineers at the University of California San Diego have developed a next-generation wearable system that enables people to control machines using everyday gestures—even while running, riding in a car or floating on turbulent ...

Computer Sciences

3D worlds created from just a few phone photos

Existing 3D scene reconstructions require a cumbersome process of precisely measuring physical spaces with LiDAR or 3D scanners, or correcting thousands of photos along with camera pose information. A research team at KAIST ...

Electronics & Semiconductors

Ultra-thin 3D display delivers wide-angle, highly-detailed images

Researchers have developed an ultra-thin 3D display with a wide viewing angle, clear image quality and vivid display depth. By overcoming tradeoffs that typically limit glasses-free 3D displays, the advance could open new ...

Consumer & Gadgets

VR hand gestures risk excluding millions, study finds

Hand gesture controls being developed for the next generation of virtual and augmented reality systems risk excluding millions of people, including those with common conditions such as arthritis and carpal tunnel syndrome, ...

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